Should be the last bit of sculpt/paint code, now this is fully using BLI_task.
Note that PBVH normals update is now about 20% quicker than with OMP code
(from 27ms to 21ms with a big stroke over a 500k vertices monkey), even though
a missing thread-protection was added... atomic primitives ftw!
For the records, with the missing `#pragma omp critical` section added,
previous code was like four times slower (above 100ms).
Issue was that the domain matrix was not initialized properly on the
first frame (in smokeModifier_init), which caused OpenVDB to throw an
exception for trying to create a VDB grid with non-affine transform.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
Not so useful now that we use BLI_task! Not sure why those were ever added actually,
readng carefully that code only modified data here is the PBVHNode, which is only
used/affected by one thread at a time ever. And shared read data (PBVH itself) is
not modified during brush execution itself, so it's safe to use it threaded too.
Only concerns poly normals computing, have usual 10% speedup of affected code for OMP -> BLI_task switching.
Also parallelized the 'weighted accum' part (used when computing both polys and vertices normals,
when using modifiers e.g.), which gives nice 325% speedup (from 66ms to 20ms for a 500k poly monkey
with simple deform modifier e.g.). ;)
When using an empty render result (after re-opening the file, i.e.)
some tools (like masking) could have used wrong image resolution
because of not being aware of special cases supported by the image
space to display the render result.
This should fix selecting mask points when mask is opened op top
if an empty render result.
This is handy for cases when mask is created on top of the edit and
used for tasks like color grading and other enhancement.
That was the main purpose of the masks which was totally broken in
6786ef6. Now it's possible to have masks created as both a part of
input movie roto process (which then better be re-mapped to the strip
timing) and as a grading tool (which should be using scene timing
for the animation).
Thanks artists from the Nieve for screaming about such a broken case.
While it's not really working reliably to drive something on runtime
it's handy to have such possibility to tune particle system using
proxies in the scene files.
Just another quick thing for the Nieve project.
simulations.
This commits implements OpenVDB as an extra cache format in the Point
Cache system for smoke simulations. Compilation with the library is
turned off by default for now, and shall be enabled when the library is
present.
A documentation of its doings is available here: http://
wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport.
A guide to compile OpenVDB can be found here (Linux): http://
wiki.blender.org/index.php?title=Dev:Doc/Building_Blender/Linux/
Dependencies_From_Source#OpenVDB
Reviewers: sergey, lukastoenne, brecht, campbellbarton
Reviewed By: brecht, campbellbarton
Subscribers: galenb, Blendify, robocyte, Lapineige, bliblubli,
jtheninja, lukasstockner97, dingto, brecht
Differential Revision: https://developer.blender.org/D1721
Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.
This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
This changes the following defaults:
- Render settings:
* Samples: 100
* Preview Samples: 50
* Filter: Blackmann-Harris
* Tile Order: Hilbert Spiral
- Lamp settings:
* Use MIS: On
- Material settings:
* Volume Sampling: Multiple Importance
Old files are not affected, I tested the versioning code back and forth.
More changes are to come (World, BVH...) but that needs a bit more work.
Apply X and Y blur as separate step, this reduces number of accumulations
required and makes effect more realtime.
Another quick thing for the Nieve project.
The simplest way of handling mirroring in multi-paint is creating a
uniform symmetric selection and relying on existing symmetric weights
to direct changes to the appropriate vertex groups. This already works
if mirror bones are selected manually, and can be made easier to use
by doing it implicitly.
Since the coloring uses sum or average of the weights of all selected
groups, the weight pick tool should also use that instead of reading
the weight of the single active group that you can't see.
This condition can actually happen quite often if weight painting for
a rig that uses separate control bones, so the color shouldn't be so
bright that it's hard to look at for a significant amount of time.
The threaded code is twice quicker now (from an average of 20ms/frame to 10ms/frame
while baking 10000 particles here e.g.)!
Think this is mostly due to usage of 'dynamic' scheduler in OMP code though,
from my experience so far this tends to have dramatic effects over performances,
static scheduler is usually much much more efficient.
LoopTri changes in 2.76 calculated all tangents as triangles,
this gave different results though in most cases it was hard to notice.
Though no bugs were reported we should keep our tangents compatible with other users of mikktspace.
Specifically, when only one bone is selected and it's not really active.
(With multiple bones on the other hand that behavior is forced on,
since multi-paint can't modify purely zero weight verts and that's important.)
This is how the old code used to initialize it. Current value was
failing big time when baking all caches (always set to MAXFRAME), and it
was added right before commit to quiet a warning... (I know, I know...)
Issue was with very thin domains along one or two axes, these could lead to simulation
with only one cell width - and smoke code assumes we have at least 4 cells in each direction.
So now, we clamp resolution to a minimum of 4 in smoke_set_domain_from_derivedmesh().
Note: in extreme cases like this report, this will generate very un-cubic cells,
check it still works OK in 3DView is needed here.
Thanks to @genscher and @kevindietrich for help on this issue. :)
Based on usages so far:
- Split callback worker func in two, 'basic' and 'extended' versions. The former goes back
to the simplest verion, while the later keeps the 'userdata_chunk', and gets the thread_id too.
- Add use_threading to simple BLI_task_parallel_range(), turns out we need this pretty much systematically,
and allows to get rid of most usages of BLI_task_parallel_range_ex().
- Now BLI_task_parallel_range() expects 'basic' version of callback, while BLI_task_parallel_range_ex()
expectes 'extended' version of the callback.
All in all, this should make common usage of BLI_task_parallel_range simpler (less verbose), and add
access to advanced callback to thread id, which is mandatory in some (future) cases.
Our RenderSettings struct may have a bit too much levels, makes it hard to track
all 'pointer' data during copy...
Fixed several issues here, but not sure I found all existing ones. :/
The combined pass is built with the contributions the user finds fit.
It is useful for lightmap baking, as well as non-view dependent effects
baking.
The manual will be updated once we get closer to the 2.77 release.
Meanwhile the new page can be found here:
http://dalaifelinto.com/blender-manual/render/cycles/baking.html
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D1674
- Only do this if PBVH is not used for display, this should correspond
to whats' happening in sculpt.c now.
- No need to do such synchronization for solid drawing, it supports
optimal display from PBVH.
In fact, such synchronization is only needed in the following case:
Drawing callback does not support PBVH draw and sculpt session is
configured to use PBVH for display and related operations.
This patch aims at providing multiple compression modes for TIFF output,
particularly uncompressed mode.
At this moment have None, Deflate, LZW and Pack Bits modes been integrated,
mimicking The GIMP export modes (except JPEG mode, which returned encoding
errors).
More modes could be added if needed.
Default remains Deflate.
Reviewers: campbellbarton, mont29, sergey
Differential Revision: https://developer.blender.org/D1709
Regression in 4d33c37c9
Only copy normal arrays from sculpt to the DerivedMesh when the mesh is deformed.
Constructive modifiers calculate their own normals.
We cannot use FLT_MAX as initi distance for raycast...
Renamed TRANSFORM_DIST_MAX_RAY to BVH_RAYCAST_DIST_MAX, moved it into BLI_kdopbvh,
and use in RNA raycast callbacks (and all other places using that API).
In fact, code would behave strangely here with any negative value, applying a 'wrapped positive clamping'
(comes from original 2.5 commit feature, rBfafbd9d71b95776d1c7583476de74fccefab7f10)...
This commit is conservative - it keeps same behavior for all particle properties affected by textures,
except for size and length, where we apply a real [0, 1] clamping.
Easy to change in future in case new odd cases popup.